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Kleer001, I was just looking through this post. I haven't set this up before can you elaborate on how and where to add the up vector. Are you doing this by adding in a upvector Pop or creating an attribute named "up" and then how are you applying this to the point? A little more guidance and I think I got it.

First of all thanks for the posts,
Michael, vrorigin will return a similar problem. In the example file if you use the root and the goal you in vrorigin you'll see the 360 in the y rotation value from 90 to -270.
I'm trying to extract numbers from automated systems(like lookat, result of blending, mlookat, mlookatup, objlookat) that make sense for the animators when snapping or blending automated and hand animated rotations.
I thought that by using the explodematrix expression and inputting the root, goal, up vector, and rotation order I could get a cleaner solve. That doesn't seem to be the case.
Graham, I haven't used a python OBJ before. I'll take a look into it.
I'm definitely looking for the fastest way to do this outside of VEX, also outside of python, because we interface with Touch Designer.
I feel like there should be some super fast way to calculate rotations and vary the result until you get the desired numbers. Going from 90 to -270 seems odd I feel like a more desirable jump would be 180 to -180.
I don't know how fast this would be, but doing a lookup curve or set driven for solved normalized vector from the root to the goal.
Maybe it's just an if statement in with the solve.
What ever I do, it needs to be a fast solution because I can see using this solve a lot. Any other ideas.
Thank you,
Mark

Hey Everyone,
I was wondering if anybody could help. Attached is a file of network. The fk_null(in green) has key frames. I am trying to match those rotations with the node named follow_fk. I'm looking to do this in an expression if possible. Currently I have a mlookatup expression which visually matches correctly but as you see the rotation values calculated are extremely different.
Any ideas?
Sincerely,
Mark

Thanks.
This didn't help, but I can understand how it might. So I'll definitely use this tip in the future.
I've been retracing my steps and I think it might be a bad DA. Thank god for subversion.
Thanks again, for your advice.
-Mark

How about Touch, if you want a houdini like realtime solution. Derivative.com. We've been working with them for the past few years. There's little documentation, but there are familiar nodes.
Play around with it.

Hey Guys,
I've recompiled the odwrap dll's for Houdini 8.2.13, but I'm not sure how to use them correctly.
This is the way I'm using it,
odWrap_capt_beta1
geometry to deform in input 1
driver Rest mesh in input 2... (this is just the polygon mesh I wish to wrap around my deforming geometry?)
|
odWrap_deform_beta1
geometry to deform (the output of odWrap_capt_beta1)
geometry rest driver mesh (the polygon mesh used as input 2 in odWrap_capt_beta1)
deformed driver mesh (a blendshape of the polygon mesh) THEN IT CRASHES
I think my usage of these nodes is wrong, can you explain how to use them correctly?
-Mark

Hey Group,
Houdini has some amazing tools, but It seems that I keep running in to the same problem, which seems essential in working with weights.
I'm looking for a way to hold bone weights.
For example:
If you have 4 bones that you need to weight a single point to. I would like to lock two of the bones weightings for that point so I'm only transfering the remaining weights between the other two bones.
This Is extremely helpful, almost a must in weighting in any program.
Has anybody overcome this problem? Is the solution in Houdini 9? Is it possible to add this feature in upcoming releases?

Hey ofer,
It is hard to tell what the problem may be with out the file. If you post it I can figure it out pretty quickly since we've been working extensively with bones inside DA's for our characters. My initial thought is the hierarchy is incorrect, or you should be using the parameters you've promoted to move the bug in the DA and not the DA (subnet) itself.
-Mark